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Roleplay oriented cargo [Implementation Next Update]

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Roleplay oriented cargo [Implementation Next Update]
Offline Thyrzul
02-21-2016, 01:29 AM, (This post was last modified: 02-21-2016, 01:30 AM by Thyrzul.)
#11
The Council
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How about 50 cargo and 125k cr each? Alternatively, different versions with various size/cost/significance for different ship sizes maybe?

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Offline Arioch
02-21-2016, 02:35 AM,
#12
Retired Zoner Overlord
Posts: 1,938
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Joined: May 2011

+1 on that idea

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Offline Xoria
02-21-2016, 05:39 AM,
#13
Black Hat Economist
Posts: 2,122
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Staff roles:

(02-20-2016, 11:39 PM)Impyness Wrote: No boarding team for piracy rp / lawfuls boarding a ship?

Neat idea though, but if you're mounting them they wouldnt be dropped on destruction so i'm not sure what you mean about a nice prize.
Marines...and this would be a commodity not equipment, thus dropable

(02-20-2016, 11:40 PM)Lythrilux Wrote: Given the way you describe it: whilst the idea sounds optimistic I can't help but fear that Roleplayers carrying these items would become targets for PowerPvPers who want to make easy credits. Not saying I don't like the idea, I just have some worries.
Easier than standard piracy? I don't see how. 2 million is a low number in terms of piracy, and there's nothing to prevent piracy of such vessels anyway.

(02-20-2016, 11:59 PM)Captain_Nemo Wrote: I like the idea but most of my research craft only have a few dozen units of open cargo by time I finish outfitting my ship, would you consider making a few of these items occupy only a single unit of space, much like scientists
Can you be more specific and provide examples of ships and loadouts so I can better understand what you are dealing with?

(02-21-2016, 12:56 AM)Skorak Wrote: It has no disadvantage at all but a lot of opportunities. So I see nothing to say against this. Do you want more ideas or was this a status report?
I'm open to ideas, but within reason.

(02-21-2016, 01:29 AM)Thyrzul Wrote: How about 50 cargo and 125k cr each? Alternatively, different versions with various size/cost/significance for different ship sizes maybe?
I don't see why anyone would choose a more expensive, bulkier version when they could go cheap and save cargo space, so this will ultimately settle on one version of each. However, I might consider single "people" as individual staff, separately. For example, Researcher, Doctor, etc. These can be made so they don't "stack" in the cargo hold, so they show up separately for each unit carried. Or they could treated as usual commodities and possibly even be trade-able.
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Offline Kaghuros
02-21-2016, 05:46 AM, (This post was last modified: 02-21-2016, 05:46 AM by Kaghuros.)
#14
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(02-21-2016, 05:39 AM)Xoria Wrote:
(02-21-2016, 01:29 AM)Thyrzul Wrote: How about 50 cargo and 125k cr each? Alternatively, different versions with various size/cost/significance for different ship sizes maybe?
I don't see why anyone would choose a more expensive, bulkier version when they could go cheap and save cargo space, so this will ultimately settle on one version of each. However, I might consider single "people" as individual staff, separately. For example, Researcher, Doctor, etc. These can be made so they don't "stack" in the cargo hold, so they show up separately for each unit carried. Or they could treated as usual commodities and possibly even be trade-able.

I think he's asking for different "tiers" of facility which take up different amounts of space and meet different needs. For example "tier 1" could be small enough to fit on a Spatial Deep Space Explorer and serve a single scientist or a small crew. It would only have simple systems and things which take very little space. A "tier 2" facility wouldn't necessarily fit on a ship that small. It would have much larger equipment or space to house a larger complement of researchers.

Each increase in size would represent a different level of investment in personnel and technology in the ship, from an individual lab to (potentially on Battleship or Transport sized vessels) a mobile research colony with vast spaces devoted to fabrication or other specialized equipment.
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Offline Hannibal
02-21-2016, 07:48 AM,
#15
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i believe the major problem of this will be the cargo occupied by it
for example: My bustard(uau8+JD4+Docking Modules) has 490 left but its gonna be used for fuel, while my corvo 630 units without capital amor (uau8)

as you can see this would prevent me and most likely others from using 1 or more of these commodities,while i do understand you increased it so it can not be used on smaller ships,you could have limit that based on ship types or something similar via flhook


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They don't wanna believe that anyone else does..
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Offline Chuba
02-21-2016, 10:00 AM,
#16
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Idea seems nice so +1 from me

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Offline Moberg
02-21-2016, 10:38 AM,
#17
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As equipment takes up all but 4 cargo space on my research ship (Resheph with normal equipment, most efficient cloak and CAU8), this won't be particularly useful for me as it is proposed, but I can see it being useful for people who have the space available. The idea is really nice, but I also agree with Drrobe and Lyth on the issue of players attacking you for fast money, though this could also be a nice incentive for those carrying the equipment with them to defend themselves appropriately or give the attackers a better money-making alternative than destroying you.

//edit: It would be absolutely perfect if this was implemented without cargo space requirement at higher costs.
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Offline Lennox
02-21-2016, 11:00 AM,
#18
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While this seems all nice and all on paper, I fail to understand the purpose behind it. People already roleplay certain things by having certain cargo in their hold. And there are those who can't really be bothered gathering all said cargo just to make it look nice? As it stands, there are no mechanics ingame that would add to the fact that you have certain cargo in your hold, not to mention possible bonuses from such. In addition, as stated in the comments above already, fully equipped utility ships (with jump drives, survey scanners etc) wouldn't even be able to house such cargo. Thus making it a cosmetic thing either way. And we know how many options for there are already for player customization.

tl;dr Unless they are vital to ships, equipment etc or give bonuses, it seems like a waste of cargo space. Since personnel shouldn't take -cargo- space to begin with I don't see why this is something to be expanded upon.
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Offline Jazzi
02-21-2016, 11:53 AM,
#19
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Massive +1 to this idea Xoria.

This fills the gap in the constant "oh, what do I have to take to get this rp across" point." Sure, there are many commodities out there that suffice but to have the right mix so that peoples heads click "ah, they are doing this," would be great. I also think it's a nice way of communicating how a ship may have been configured or retrofitted for unusual purposes beyond the norm.
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Offline Hannibal
02-21-2016, 12:25 PM,
#20
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Posts: 875
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(02-21-2016, 11:53 AM)Jazzi D Wrote: Massive +1 to this idea Xoria.

This fills the gap in the constant "oh, what do I have to take to get this rp across" point."

here's a better idea...

/setinfo <paragraph number> <command> <text goes here>


People want to believe that God has a plan for them.
They don't wanna believe that anyone else does..
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